Fix Snipe Bug
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56
libs/core.js
56
libs/core.js
@ -2773,8 +2773,6 @@ core.prototype.checkBlock = function () {
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////// 阻击事件(动画效果) //////
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core.prototype.snipe = function (snipes) {
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core.waitHeroToStop(function() {
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core.lockControl();
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var scan = {
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'up': {'x': 0, 'y': -1},
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@ -2811,6 +2809,28 @@ core.prototype.snipe = function (snipes) {
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snipe.block = core.clone(block);
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})
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var finishSnipe = function () {
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snipes.forEach(function (t) {
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core.removeBlock(t.x, t.y);
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var nBlock = core.clone(t.block);
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nBlock.x = t.nx; nBlock.y = t.ny;
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core.status.thisMap.blocks.push(nBlock);
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core.addGlobalAnimate(2, 32*t.nx, 32*t.ny, t.blockIcon, t.blockImage);
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core.canvas.event.drawImage(t.blockImage, 0, t.blockIcon*32, 32, 32, 32*t.nx, 32*t.ny, 32, 32);
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});
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core.syncGlobalAnimate();
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core.updateStatusBar();
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return;
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}
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if (core.status.replay.replaying) {
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finishSnipe();
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}
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else {
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core.waitHeroToStop(function() {
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core.lockControl();
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var time = 500, step = 0;
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var animateValue = 2;
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@ -2856,24 +2876,18 @@ core.prototype.snipe = function (snipes) {
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if (step==16) { // 移动完毕
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clearInterval(animate);
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snipes.forEach(function (t) {
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core.removeBlock(t.x, t.y);
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var nBlock = core.clone(t.block);
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nBlock.x = t.nx; nBlock.y = t.ny;
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core.status.thisMap.blocks.push(nBlock);
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core.addGlobalAnimate(animateValue, 32*t.nx, 32*t.ny, t.blockIcon, t.blockImage);
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});
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core.syncGlobalAnimate();
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core.updateStatusBar();
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finishSnipe();
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// 不存在自定义事件
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if (core.status.event.id==null)
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core.unLockControl();
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core.replay();
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}
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}, time/16);
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});
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}
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}
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////// 更改画面色调 //////
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core.prototype.setFg = function(color, time, callback) {
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if (!core.isset(time)) time=750;
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@ -3665,13 +3679,11 @@ core.prototype.syncSave = function(type) {
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core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:HTTP "+xhr.status);
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}
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};
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xhr.ontimeout = function(e) {
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console.log(e);
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core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:"+e);
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xhr.ontimeout = function() {
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core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:Timeout");
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}
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xhr.onerror = function(e) {
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console.log(e);
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core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:"+e);
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xhr.onerror = function() {
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core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:XHR Error");
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}
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xhr.send(formData);
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}, function() {
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@ -3735,11 +3747,11 @@ core.prototype.syncSave = function(type) {
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core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因:HTTP "+xhr.status);
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}
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};
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xhr.ontimeout = function(e) {
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core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因:"+e);
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xhr.ontimeout = function() {
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core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:Timeout");
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}
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xhr.onerror = function(e) {
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core.drawText("出错啦!\n无法从服务器同步存档。\n错误原因:"+e);
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xhr.onerror = function() {
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core.drawText("出错啦!\n无法同步存档到服务器。\n错误原因:XHR Error");
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}
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xhr.send(formData);
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}, function() {
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@ -150,7 +150,7 @@ events.prototype.gameOver = function () {
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core.drawConfirmBox("你想下载录像吗?", function () {
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// 检测是否微信浏览器
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if ()
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// if ()
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}, function () {
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@ -34,6 +34,10 @@ main.floors.sample0 = {
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],
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"events": { // 该楼的所有可能事件列表
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"3,9": [
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"test"
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],
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"10,9": [ // 守着道具的老人
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"\t[老人,man]这些是本样板支持的所有的道具。\n\n道具分为三类:items, constants, tools。\nitems 为即捡即用类道具,例如宝石、血瓶、剑盾等。\nconstants 为永久道具,例如怪物手册、楼层传送器、幸运金币等。\ntools 为消耗类道具,例如破墙镐、炸弹、中心对称飞行器等。\n\n后两类道具在工具栏中可以看到并使用。",
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"\t[老人,man]有关道具效果,定义在items.js中。\n目前大多数道具已有默认行为,如有自定义的需求则需在items.js中修改代码。",
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